First RMT. So yeah.

This team was made pretty much with no thought whatsoever. About anything. Yeah. It's worked pretty well so far, but I'd like some feedback. I'm willing to change most everything, with the exception that I steadfastly refuse to get rid of Joe the Jolteon. Period. Other than that, pretty ok with changes. Read through, please.

Changes will be in Red!

machamp.png

The Anti-Lead: Machamp (No Guard) @ Lum Berry
Adamant; 240 HP, 248 Atk, 16 Spe, 4 SpD
-Dynamic Punch
-Stone Edge
-Bullet Punch
-Payback

Comments: The classic (and obnoxious) lead Machamp. I've gotten some flak for using it, but you can't deny its effectiveness. Lum Berry is for dealing w/ other Machamp leads, ho-hum. I've been considering swapping Ice Punch in for Stone Edge, but then we have the Gyarados problem. I've also been out-sped by other Machamp leads (Not a problem now, since I changed EVs to outspeed other Machamp leads). Still, I like this guy.

How this Machamp stacks up against the 16 most popular leads of July!

Blue-Easy to pwn.
Green-Pwn about 1/2 the time, get pwnt about 1/2 the time.
Red-Danger, Will Robinson! Danger!

Azelf – If it's the SR variety, I just simply Payback and BP. If it's specially offensive, I take the Psychic (just barely), Payback and BP.
MachampThis isn't much of a problem any more, since I now outspeed most other Machamp leads. Machamp will take heavy damage from the DP, but it can KO the other Machamp.
Aerodactyl– Stone Edge, Bullet Punch. Very easy. It's even more awesome if it Taunts the first turn.
Metagross – They're 2HKO'd some of the time by DP. Just have to be wary of Explosion.
Swampert – Machamp normally takes heavy damage from Swampert, enough for an easy revenge kill, but I 2 or 3HKO Swampert leads with Dynamic Punch.
Jirachi – Not a fun one to deal with. Again, I just try to Dynamic Punch to oblivion, but I normally get outsped and Tricked, so that my first confusion doesn't work. Then I either get Iron Head pwnt or they set up SR first. One of my biggest annoyances.
Infernape – Eh, you take the Fake Out, Dynamic Punch, and Bullet Punch. Yay. Machamp takes some damage from either Close Combat or Fire Blast.
Roserade – One of the worst leads to run into. I honestly just have to hope that confusion is kind to me, since I have no SE attacks against it. Dynamic Punch first turn, then Stone Edge.
Heatran – Dynamic Punch, Bullet Punch if there's a sash. Are you sensing a pattern here?
Ninjask – I obviously don't outspeed it, so I just have to hope to kill whatever it passes to. If it's the offensive variety, I Stone Edge and take the Air Cutter.
Hippowdon – This stupid tank...Anyway, I 4HKO Hippowdon leads if they aren't running Stockpile. If they are...Ugh.
Tyranitar – Do you really need me to tell you how I kill T-tar? I will. Dynamic Punch. Did you guess right? Good job.
Starmie – You might be asking yourself why I made Starmie green. I'll tell you. Not really. Anyway, switch to Jolteon, and proceed to Thunderbolt or Shadow Ball if I'm predicting a switch.
Uxie – Stupid physically bulky levitating small...thing. It's honestly almost unkillable with Machamp, so I switch to Jolteon in order to Shadow Ball it to oblivion.
Dragonite – 2HKO'd with Stone Edge. There's mild concern if it gets up a DD, in which case Machamp gets pwnt and I go over to Mamoswine to set up the rocks while D-Nite flees.
Smeargle – Take the Spore, and do the obvious. DP, BP, for those who haven't paid attention.

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The All-Around Special Awesomeness: Joe the Jolteon @ Choice Specs
Timid; 4 Def, 252 Spe, 252 SpA
-Thunderbolt
-Shadow Ball
-Hidden Power Ice
-Signal Beam

Comments: I seriously have no idea why this guy isn't more used. Thunderbolt wrecks everything that doesn't resist it, Shadow Ball is present for dealing with Rotom-A, HP Ice is there to kill Gliscor, D-Nite, and Flygon, and Signal Beam...Eh, I have no idea why it's there. Just for show. And for killing Celebi. Honestly, the only thing this Jolteon has difficultly with is Tyranitar. Woo.

breloom.png

The Rage-Quit Inducer: Breloom @ Toxic Orb
Adamant; 4 HP, 252 Atk, 252 Spe
-Substitute
-Spore
-Stone Edge
-Focus Punch

Comments: This is so fun to use just to see people react to it. XD. We all know about the Spore/Substitute/Focus Punch combo, and I've been flip-flopping with Stone Edge v. Seed Bomb. Not much more to say.

mamoswine.png

The Weird Snow Elephant...Thing: Mamoswine @ Life Orb
Adamant: 252 Atk, 4 Def, 252 Spe
-Ice Shard
-Earthquake
-Stealth Rock
-Superpower

Comments: I really enjoy this set. Stealth Rock is used when my opponent has Gliscor/Flygon/Dragonite out and flees. Earthquake 2HKOs a bunch of stuff. Ice Shard...is Ice Shard. Superpower is...there. Or something. It's really another placeholder move, but I've found bits of usage for it.

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The Giant Egg: Blissey @ Leftovers
Bold: 252 HP, 4 Def, 252 SpD
-Wish
-Toxic
-Thunder Wave
-Seismic Toss

Comments: The annoying fat egg. Wish-passing is always nice, since no one else except Breloom can heal themselves. Toxic is the classic "I STALL YOU NAO" move. Thunder Wave is mainly used when I'm predicting a switch to Lucario or Scizor, and Seismic Toss...is Seismic Toss.

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The "It has many more points than an actual star" Poke: Starmie @ Expert Belt
Modest: 252 Spe, 252 SpA, 4 SpD
-Hydro Pump
-Ice Beam
-Recover
-Thunderbolt

Comments: This is the pokemon I am most willing to change. It gets utterly pwnt by many things. Despite that, it's not the worst counter to Lucario and Scizor (providing no X-Scissor or something like that). It's an effective rapid spinner. That's really just about it. Hydro Pump was chosen over surf for the awesome extra power, and Thunderbolt replaces rapid spin because I have nothing SR weak.

Thank you for reading!
 
On the lead match-up, change yellow to red. It is IMPOSSIBLE to see what the pokemon without highlighting it and it would be a lot easier if it were red.

To help outspeed opposing Machamps, take EVs out of something and put like 12 into speed. Most use 4, so people start adding 8. Well just add 12. You should outspeed most Machamp leads that don't run higher than 12.

Unfortunately, you don't have a Heatran to beat Jirachi. That would help as it gives you a Fire, Water, and Grass core. You could use it over like Blissey or something.

Roserade should be a Green. It's really a 50 / 50 chance that confusion stops its seconds Sleep Powder, or it sleeps you, or it misses.

Uxie is just like a tank. Switching to Jolteon is a smart plan.

Use Baton Pass on Jolteon to scout for TTars and such.

Don't use Recover AND Rapid Spin on Starmie. One or the other. Replace one with T-Bolt.

Rest looks fine. Hope I helped.
 
Unfortunately, you don't have a Heatran to beat Jirachi. That would help as it gives you a Fire, Water, and Grass core. You could use it over like Blissey or something.

Moveset suggestions?

Don't use Recover AND Rapid Spin on Starmie. One or the other. Replace one with T-Bolt.

Yeah, I was thinking either T-Bolt or Psychic.
 
Hi Doctor Octagonapus, just a couple of quick suggestions:

Choice Band Scizor is actually a large threat to this team. You don't have a good consistent switch-in to U-Turn, while Bullet Punch threatens both Breloom and Mamoswine.

Since you still need Stealth Rock, why not try a Shuca Heatran over Mamoswine?

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Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Naive (+Spe, -SpD)
- Earth Power
- Fire Blast
- Explosion
- Stealth Rock

You now have an excellent switch-in to Scizor, a Stealth Rocker, and a powerful attacker all in one Pokemon. Shuca Berry protects you from Ground type attacks, and Explosion can be used whenever you need to get rid of a threat to your team. Blissey especially is a good target for explosion, as once it is eliminated, your opponent will likely have a very difficult time dealing with Starmie.

Speaking of which, definitely change your Starmie's set. Whether or not you retain Rapid Spin on it is debatable, since you don't have any Pokemon weak to Stealth Rock. You can keep it if Toxic Spikes/Spikes become a problem.

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Starmie @ Life Orb
Ability: Natural Cure
EVs: 40 HP / 252 SpA / 216 Spe
Timid (+Spe, -Atk)
- Hydro Pump
- Thunderbolt
- Ice Beam
- Recover

Life Orb Starmie is a huge threat to any team, and with Heatran serving as a Blissey lure, it can be even more difficult to handle one Blissey is eliminated. Hydro Pump is preferred over Surf because the extra power is quite invaluable. The accuracy may seem off-putting, but it's well worth the advantages. Ice Beam and Thunderbolt provide Starmie with excellent coverage, while Recover allows you to heal off accumulated damage. The EV's outspeed Gengar by one point, with the rest put into HP for a bit of extra bulk. You have Jolteon to deal with opposing Starmie, so there's no need to risk a speed tie in Starmie vs Starmie situations.

Good luck with your team!


http://www.smogon.com/forums/member.php?u=49140
 
Blissey. Blissey really slows down momentum while only really supplying with Status Healing and Wish Support if that. No matter how offensive you make a Blissey, it will ALWAYS slow down momentum.

For the heatran, I suggest using Flamethrower >> Fire Blast.

If you like Blissey SpD walling, you can use 252 HP/4 SpA/ 252 SpD. You can still wall Special pretty well while taking a hit from the physical side.
 
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